Two Interesting Posts at Sandbox of Doom

All the games I have played in have all been open ended campaigns, either with no stated objective, or no real plan/cohesion to the setting. My Brother, Robert, did run a campaign he called “Quest For The Dice of Destiny”, but it was short lived, and we never got to a level requisite with questing for artifacts. Robert’s current campaign, has been going on for about 25 years, and is one that continues to give enjoyment to his siblings, friends, and his wife and children.

I think the terminology is one where some approach it from a different perspective. Campaign in the historical sense refers to a series of battles in the larger war. For example, the Normandy Campaign lasted from D-Day until the Normandy breakout, several weeks later. In this sense the campaign ended. For gamers, we are routed in historical/military terminology, so for many campaign indicates a series of related events (adventures) that come to and end.

I found it odd that all of these bloggers would put so much into a campaign having an end. I can see their point, if there is a stated goal, like in LotR to destroy the One Ring. Once the ring is destroyed, the “campaign” is over. That does not mean that the same characters cannot continue to adventure in the same setting. If one views the story telling of the campaign as merely a book with a clear beginning, middle, and end, I can see how this would limit a campaign to a clear end.

However, one could argue that such an approach is railroading. What if the players want to keep playing their characters? A clear agreement on the outcome would have to be reached. To me, it makes more sense to have a series of events that may tie up some loose ends, but expose others for future adventures. Just as life is not clear cut/black and white, so too the life of an adventurer is not neatly bookended/compartmentalized. Some old foe that was not dispatched, could return.

Having a clear end to a campaign makes sense if the GM is not available after a certain point in time to continue the campaign. Some groups rotate the role of GMover the same setting, so that each GM’s “turn” constitutes a campaign, there can be many successive campaigns in the same setting.

Back to terminology, one thing we picked up from the books and/or Dragon Magazine, was milieu. We understood milieu to be the world setting for the game, such as Greyhawk. We understood that a milieu would support multiple campaigns. Over the years, we tended just to say, Robert’s Campaign, The Campaign, or Robert’s Game. These phrases all referred to the AD&D game setting developed by Robert as the DM and enjoyed by all of us players.The campaign will continue as long as Robert does not lose interest and there are players willing to play.

In the end, we might quibble over terminology, but the main point is to have fun, and both players and GM need to be in agreement whether the campaign is limited or open ended.

Back to the article referencing old school gaming, I think that Victor at Sandbox of Doom hits the nail on the head when he points out that the rule set one uses and the ability to add or remove that which does not work, is what makes old school (0eD&D/1eAD&D) gaming so versatile. We take out that which does not add to our enjoyment of the game.

Some argue over the limitations of magic-users and clerics only having so many spells in a day, but it is balanced. Those spells can drop hundreds of opponents in the right circumstances, and kill or slow the high level fighter from reaching them. There is balance there. Each class has their own strengths and weaknesses. One can try to be a multi-class demi-human, or a human the does one class for awhile and then adopts a second class. There are still limitations. multi-class characters have to earn two or three times as many experience points, and thus take a lot longer to get as powerful as single class characters. A human dual-class character has limitations on what they can do with their original class until they surpass their new class. It is also not just about the numbers. Players should use the numbers to help inform them how to play their characters.

Characters with higher range ability scores can make it easy to skip the roleplaying, as they are more like Superman without a weakness to Kryptonite. That is where a good back story comes in. Those players with more average ability scores can still be the great heroes of the game, if they live long enough to advance to greater skill levels. Again it is all about having fun, and how a group of players and GM can merge their collective knowledge, experience, and story telling into something new and entertaining.